VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Kage

EZO-KAGE

Career matches2,995
Career win rate50.3%
Round win rate51.3%
Peak rank30
Distinct opponents92
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1591 #1,410 of 3,686 on the Elo list →

The overall rating moves on every match, whatever was picked; a character's rating adds this player's own adjustment on it. Both run from every recorded match since v1.10; how they are worked out is on the Elo list.

Characters played — VF5's own record

Kage302,9951,5061,48950.3%

These are the totals VF5 keeps for each character, read from the newest replay stored for it. They cover the player's whole ranked career and take no period.

Inputs per second

147 of 721 rounds counted

9.1 inputs a second (544 a minute) this season. Faster than 87% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage9.1544147

By opponent's character

Akira9.05375
Jacky9.959419
Wolf10.462410
Aoi8.752111
Sarah8.450430
Lau9.25549
Kage8.55105
Lion8.853118
Shun9.053919
Goh9.45667
El Blaze9.15455
Vanessa9.35569

An input is any change on the controller (a new stick direction, a button pressed or released) from the bell to the moment a round is decided, over the live time of the round. Only rounds whose inputs have been decoded are counted. Who you face changes the pace too: see the inputs-per-second article under News.

Against each character

Akira2491537.5%-13.4
Jacky1871138.9%-13.1
Wolf1610662.5%+9.4
Aoi1512380.0%+27.6
Sarah146842.9%-5.9
Lau126650.0%+5.9
Kage94544.4%+4.6
Pai91811.1%-41.5
Lion84450.0%-5.5
Shun74357.1%-0.8
Brad62433.3%-22.5
Goh64266.7%+16.1
Jean62433.3%-3.8
Jeffry64266.7%+22.3
El Blaze53260.0%+12.4
Lei Fei53260.0%+11.6
Vanessa42250.0%-3.0
Eileen330100.0%+43.9
Taka110100.0%+42.1

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

A matchup row is the particular people played on that character, not the character in general: one strong regular moves it as much as the matchup does.

By ring shape

Open27141351.9%+1.8
Single Wall23131056.5%+8.9
Breakable Half Fence21101147.6%-3.0
Full Fence2171433.3%-15.8
Rectangle1912763.2%+16.0
Breakable Full Fence148657.1%+3.6
Full Fence and Open134930.8%-19.6
Low Fence138561.5%+14.0
Octagon94544.4%-3.9
Half Fence83537.5%-18.4

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls9247.8%50.0%-2.2
No walls6355.6%49.4%+6.1

Walls against open: -8.3 points (95% range -24.3 to +7.6), p 0.306 — no measurable difference.

The fence-and-open stages and Training Room are on neither side, as on the stage report.

How these are tested
  • Each match gets an expected result from the two players' ranks, read off the ladder's rank-against-rank win rates, and shifted by one number per player so the expected wins add up to the actual ones. A row's gap is how far above that expectation it sits, against the same measure over the player's other matches.
  • Matches against the same opponent are not independent, so each test is widened by how unevenly this player's results fall across the people they played. Rows under 30 decided matches or 10 different opponents on either side carry no test, and each table is corrected for the number of rows tested in it.
  • Not adjusted for: how strong an opponent is for their rank. Rank carries most of it; the rest needs a rating model.

Most played opponents

Most played opponents, most recent first

momonchamu (Rank 32)2026/09/2831233.3%
Light (Rank 29)2026/07/2021150.0%
よもぎる (Rank 29)2026/07/2031233.3%
fdjskjfsdls (Rank 28)2026/07/2031233.3%
龍仙人【鬼手仏心】 (Rank 27)2026/06/1043175.0%
TAPIOKA (Rank 28)2026/06/0732166.7%
ひざくん☆中能登VF部 (Rank 30)2026/06/074040.0%
カプリッチョ (Rank 26)2026/05/1054180.0%
hayate (Rank 28)2026/05/10330100.0%
ワクワク (Rank 31)2026/05/1031233.3%
ばねばば (Rank 30)2026/05/1031233.3%
セロニアス (Rank 30)2026/04/2232166.7%
mmmsm (Rank 27)2026/04/2241325.0%
Toragoto (Rank 26)2026/04/08220100.0%
USUSU (Rank 30)2026/04/0863350.0%
a_h_i_k_o (Rank 28)2026/04/0883537.5%
HavocWingPLZG (Rank 25)2026/04/0832166.7%
すずきあゆむ (Rank 27)2026/04/0832166.7%
BigBoin (Rank 31)2026/04/0831233.3%
Koromo (Rank 32)2026/04/082020.0%
Grimaster (Rank 30)2026/03/282020.0%
マグロ親方 (Rank 31)2026/03/2831233.3%
RunneR (Rank 36)2026/03/2732166.7%
fwnd1396 (Rank 31)2026/03/2752340.0%
もち田 (Rank 32)2026/03/2721150.0%

Round openings

Kage

Career
1,506–1,489 · 50.3%
This season
174 matches · 50.0%
Peak rank
30

First hit in 55.3% of 720 rounds. Won 53.3% of the rounds they struck first, 49.1% of the rounds they were struck first.

Significant Tells

  • In round 1: opens with “forward movement into PP Resshou” in 16.1% of rounds, against 3.8% in their other rounds.
  • Against Wolf: opens with “backdash into evade down” in 24.2% of rounds, against 7.5% against everyone else.

How is this tested?

forward movement into punchP10214.2%
Ryubisen44K+G679.3%
backdash into evade down659.0%
forward movement into ResshouPP496.8%
Ryu'eikyaku66K395.4%
backdash into Gen'you4K+G253.5%
Jizuridan2P243.3%
backdash into Fusenjin3P192.6%
forward dash into Fusenjin3P192.6%
Nakageri3K into Nirenkyaku3KK152.1%
backdash into Kodachinuki4K131.8%
backdash into evade up121.7%
Hagakure-ryu In Raijingeki46P+K111.5%
Rasen4P into Rasen Urageri4PK111.5%
backdash into throwP+G111.5%

114 further openings account for the other 239 rounds.

By stage type

Record against each character on walled and open stages, as Kage

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira2–7 · 22%5–7 · 42%too few to test

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

How is this tested?

How these are tested

A tell is a habit in how this player starts a round: something they do clearly more often in one situation than in the others — backing off more in round 2, say, or opening with one move more against one character. Each situation is compared with how they actually opened their rounds, and a tell is listed only if it is too strong to be a fluke even after allowing for how many situations were checked on this page. Anything weaker is left out, so a character with no tells listed may still have habits, just none the data can show for certain.

  • An opener is filed by what the player did first: attack (a named move or any button), move in (forward dash, forward movement or crouch dash forward), wait (guard, crouch or no input), back off (backdash, crouch dash back or backward movement) or evade. Each is also tested as the exact opener: the character's five most used, and the rest together.
  • Up to ten things known before a round starts are tested against the opener: which round it is, the opponent's character, the ring shape, how the player opened the round before and how the opponent did, whether they won or lost the round before, who landed the first hit of the round before, whether they go into it ahead, level or behind, and -- where a Shun is playing -- the drink points he starts it on: the player's own if they are Shun, the opponent's if they face one. Each is a chi-square test, divided by how much more alike the rounds of one match are than separate rounds would be, and never made more generous by it. Checked by shuffling the data so that nothing is there: the tests then find something no more often than chance allows.
  • Round results and drink points come from each match's round record, matched to its openers by the two players and the date. A match whose record is missing, lacks rounds the openers have, or does not add up to the match's result sits out of those four tests only. These four are compared only between rounds of the same number -- the score and the drinks follow from which round it is (every match starts level and on no drinks), so a pattern that is only “the first round is different” is not counted as one of theirs. Drawn rounds count toward neither side of the score, and the round after one has no previous result. Drink points are grouped as on the Shun report (none, 1–4, 5–9 and so on), with neighbouring groups joined where they are thin.
  • A character is tested with at least 300 rounds from 30 matches. Rare cases are pooled before testing, and a pattern is only named where it holds up after correcting for every test on this page (15 here; about 0.8 would come up by chance alone before the correction).
  • Walls against open is tested per opponent with 30+ matches and 10+ different players on each side, allowing for both players' ranks, and corrected across every player page at once: 0 of 2,552 hold up. With stages shuffled at random: 0 of 2,651–2,673.

Tests behind each character's list

  • Kage: 2 of 15 tests hold up